As a note, using a magic item other than a spell scroll, you're using the Use a Magic Item action, not the Cast a Spell action. You can cast bizarre wishes this way without the downsides, just as you can cast a Bonus Action spell in the same turn as you use an action based magic item that casts a spell.
There is no "Use a Magic Item" action RAW. However it is indeed not the "cast a spell" action (which isnt very relevant as very few things tie onto the action itself instead of the casting process). And to tie onto that, wish doesnt care how its cast, as long as you're the one casting it and you do anything other than replicate spells you suffer the stress. What very well can be argued is that every item that isnt a consumable or with a command word, as per RAW, does still in fact use the "Use a Object" action because you aren't activating the item, there is no on-off switch, just using its existing effect.
Not correct actually. For example a sorcerer can use metamagic on any spell they cast even those from a magic item and the cast time from a magic item isn't reduced at all, so you still can only do a cantrip at most after using a magic item that produces a spell that turn. _"Some magic items allow you to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn't expend any spell slots, and requires no components, unless the item's description says otherwise The spell uses its normal casting time, range and duration, and the user of the item must concentrate if the spell requires concentration._ _A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item."_ You may not be specifically "casting a spell" as an action i.e. using a spell slot, but RAW it's a distinction without a difference as all the casting rules and restrictions apply including concentration. And yes this does mean a sorcerer can use twinned spell on applicable spells to get a free additional cast without expending more charges from the object than one cast would. Basically if you are casting a spell from a magic item you don't really treat it all that differently to normal casting. It just doesn't deplete your spell slots. Your DM might homebrew the rules to work differently for magic items, but base rules no.
true that it's not the "cast a spell action". Yes you are using the "use an item" action, but that item let you cast a spell. So my sorcerer using his staff to cast a spell, might not be able to quicken it (since use an action is already an action and quickening do nothing about it) and subtle is useless (since the staff description do specifies that you ignore components (VSM, including costly component) but other metamagic like distant, heighten, twinned remain effective. This also allow thief rogue to use fast and to use an item and activate a wand or a staff and cast the spell as a bonus action But on the other end, you did cast a spell as a bonus action, so you can only cast a cantrip (or do a different action) for your action This is by RAW, obviously you are free to homebrew whatever you want...
Periapt of Proof Against Poison grants poison damage immunity and immunity to the poisoned condition. It is a very nice item to have. Wands of magic missiles turns a commoner into an actual threat. It's the fantasy equivalent of guns.
Especially towards other commoners. I was having a thought the other day about how to best arm commoners with magic items but two magic missiles kill a commoner si that's that.
Uncommon items are 400gp-3999gp per Xanathar’s. You would not get a set of plate for less than market price, unless RP reasons, not to mention magic plate.
One pretty strong for Rogues is Mizzium Armor. Give them Mizzium Half Plate together with Evasion and that means if a Rogue succeeds a Strength, Constitution or Dexterity saving throw that they take 0 damage from whatever the effect would've done instead of half damage. On an Arcane Trickster with something like Sheild and/or Absorb Elements, that can give you a lot of protection without an attunement.
There is only ten minutes worth of air inside of a bag of holding until a creature inside of it would to suffocate. Basic rules chapter 8 "Suffocating A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again. For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points."
This gives an interesting idea. Assume I have +1 con so can hold breath for 1 minute. So I go into the bag. Hold my breath as they close it. After a minute I take a breath, and then hold my brwath again. For ease assume the one breath takes up 6 seconds like a turn before I can start to hold my breath again. Does this allow me to extend how long I can breathe in the bag since I will only be using some of the air every minute?
It would only dislocate your shoulder if you were lucky enough to have it reachable within a few seconds. Using it "as a parachute" indicates it's stowed away, so you're having to reach around into a bag, find it, produce it, get a white-knuckle grip and brace yourself... By this time you've reached terminal velocity. Since it's a magically instant stop, technically it would produce even more force than hitting concrete. ... Your arms would rip away from your body and you'd just keep falling, no arms.
@@DaDunge That would exert even more force instantly than falling off a building and landing, straddling, a steel pole. Basically it'd split you in two like a wire through a block of cheese.
@@clint4951 I would not carve through you it would crush your pelvic bone, and maybe give you a whiplash injury, if we assume that the rod is a one inch thick rod it wouldn't slice clean through you even at terminal velocity. And looking at the artwork the rod seems to be rather short and stubby rather than long and thin (It's proportion seems to be 1:30 thickness to length).
What about top 10 expendable magic items, I have been wondering what else is there in DnD besides Potions and scrolls that I could give to my players for a one time use so they think a bit more how to use a limited item
1. Necklace of Fireballs. My barbarian with it ran through all Zuggtmoy's slaves helping to clear the place for others to move and blocking fungus teleportation on this spaces. 2. Keogthome (or whatever in English) ointment. Helps a lot. 3. Bag of beans. I mean, you have to try it. 4. Stone that summons an orc war chief 3 times 5. Stone with 50 charges (forgot the name, can't check it now) 6. Beads of power 7. Stones that summon one of the four elementals 8. And any other wand or rings with an old rule from 3.5 where such items had a limited charges, usually 50. Can't remember more, probably check later and edit the comment
Worth noting that with the tomes and manuals, there is still a limit as while you get what is basically a soft cap for any of your stats at 20, there is a hard cap according to RAW which is 30. That is a lot, but if you already have 20 in a stat, that's 5 tomes/manuals for the stat in question before you hit the hard cap. A +10 is pretty damn strong though.
I'd probably say the Robe of Useful Items. No attunement needed, and you never know what situation you might need one of those items. You don't even need to wear it most of the time. Just roll it up and shove it in a pouch or bag, and pull it out and wear it when needed. Sure, it's situational, and less useful the higher your level is, but when you really need emergency potions, or a ladder, or a window that can punch through most materials, then this is fantastic utility. To be honest, if I can, i'm going to try and craft this as early as possible, even just to have in case of emergencies....
I can’t believe that the only way for monks (and moon druids) to increase their unarmed damage RAW is through an item from one module. They could just make magical gloves and handwraps. Magical D10s in one hand is cool and all, but it makes their hot chance lower for no reason.
It's only useful 5% of the time. It is absolutely wonderful that 5%. Its a great item, but akward to place for this kind of list, especially when the + armours and weapons are already on it.
Boost of elvenkind state that your steps make no sound. Nothing said about the gear. So while wearing these, it would only cancel the disadvantage that the plate armor impose. So not as powerful you seem to lead to, but still a nice addition.
I play a artificer/rogue in our super buffed CoS campaign and have mithral plate. My dm honestly gets so confused with my AC and stealth checks sometimes.
it would be fun to play a young Khenra child in a campain and be given all the items of the list excpet for +armors and 3 wishes ring and have the backstory be they are the only survior of their branch clan and they escape via a preplanned escape route. by puting on the boots and cape in the family panic room and grabbing the bag of holding bug out bag full of gear and rations you teleport away to the desert to begin your 2000 mile journey across a vast desert to the next nearest city and the main clan. then have to battle the harshness of the desert, while learn to survive on the journey the going against, limited provisons locust swarms , quicksand sandstorms , desert bandits , high heat, freezing nights, predatory lizards , giant trap door spiders, and giant vultures ever watching. i would have the berserkers teach me how to fight and read the manuals to keep up my school work
Elven chain should have been on here :P the ability to wear heavy armor without proficiency or attunement is game changing for most casters. I always try to get a set for whatever sorcerer or wizard I’m playing. The ac isn’t the highest but it’s better than nothing and fifteen is still pretty good
*Using the Immovable Rod as a "parachute" is a horrible idea.* Think of the basic physics; what happens if you're moving at terminal velocity and come to a sudden and complete stop? If any of my players try this, they will have to make a Constitution saving throw DC 30, with the failure resulting in their arms torn from their body and then continuing to fall a couple of seconds later. On a miraculous success or Nat 20, their arms would still be ripped out of their sockets but some how not all of the flesh and muscle completely rips through, so they are instead left dangling with mutilated limbs until their grip fails from nerve damage and blood loss, or they are rescued.
Look. Wish ring depends upon how long you plan on playing the game for and what level you are at. If you get it low level? Give yourself and party permanent resistance to slashing. It’s just easier.
I still think in the perfect scenario where you are Team Playing Elven Boots is the weakest here since Pass Without Trace can do what it does but on a larger Party
Completely honest I was hoping for a shape water can trip video. Since it sounds like you can use a 5 ft make it unable to see through water shield. Or you can change it to a 11ooob pound ball of ice but then have to move it. Indiana Jones style
Where's the Eversmoking Bottle in this? It trivializes caster type bosses for no resource cost, doesn't require concentration, and can't be counterspelled.
I'd love to get a suit of Adamantine Armor so that I can negate crits and they become regular hits instead!! Talk about being able to help stay alive with something like that!!!!! LMAO
I really don’t think that the ring of 3 wishes should be at the top. The reason being it is very limited in its use since most of the best spells you can copy (simulacrum, dream of the blue valley, plane shift, sequester, etc.) aren’t as effective at those lvl of play only starting to get relevant at higher lvl of play. In the end the ring will either be saved to revive a partymember killed by something like a souleater but then you could give the party the ring then and there. So while being a powerful item it is a nightmare for the Dm to handle and as such is more a game altering item than anything else. Also without a doubt the best use of this spell is to create a simulacrum of the wizard granting a hole bunch of problems as you have now an additional player character in the party.
Yes and no. It’s now equal to your walking speed. This means that any bonus to your walking speed specifically also increases your fly speed. However, since most effects increase all speed, this is almost never relevant. You can still play a monk and be a racecar
@@Epzilon12 For one if it isn’t relevant then why mention it? Two, I’m sure he wasn’t including that in this video. He was just going by the base speed. The base speed has been updated.
Honestly the ring of three wishes it’s a very powerful item but it really comes down to your dungeon master almost 99% of the time dungeon Masters are just going to use it against you instead of you getting some thing like really cool and unique. i’ll be honest if I was playing in the game and the DM gave me a ring of wishes I probably just put it in a bag of holding so then that way it can’t be used against me And never use it
i have big question about bag of holding it says its 2ft in diameter by 4ft deep. Isnt bag of holding a small purse on Picture, but in reality it's a Massive Gym bag that would hold a crumpled up body inside, or those bags movies use in bank robbery?\ i feel super confused about imagining the bag of holding as the pictures just does Not represent what it says about 2ft by 4ft size.
No items require attunement if your group simply ignores the Attunement rule since it's completely unnecessary and was never needed in earlier versions of the game.
Boots of Elvenkind is good, but not that great. Even though our steps will be soundless, our body still makes sounds, in this case of plate armor, the sounds will still be created from any other than the steps we make when our feet touch the ground. So, the disadvantage from wearing heavy armor is still there, which is cancelled by the item.
Don't you have to wear all your armor pieces to gain the full benefits of the armor? This isn't me being a smart aleck. I'm genuinely curious if it is an all or nothing kind of thing.
Full Armor is a nebulus concept in DnD. Boots, Guantlets, Barcers, and Helmets can all be worn with plate for example, even though plate comes with all those parts. It is just handwaved to keep book keeping easy. In universe it could be as long as you have the core peace, the magic radiates out to connected peaces.
@@gmradio2436 That is good enough for me. I find it nauseating at times to wrap my head around things that really should not be nearly as complicated as this game can be.
But a BoH is uncommon, where as a +3 weapon is very rare. +3 weapons increase damage, make magical damage (bypassing resistances to non-magical damage), and with the cherry ontop of increasing the chance to hit. A BoH is just an easy way to avoid the headache of constantly having to ask "am I encumbered yet?" Yeah there's some fun that can be had with hiding stuff in it, but it's mostly harmless.
@@clay5083 A BoH is always the better choice between these two, though a more simple minded character would probably still pick the weapon. The BoH is easily the strongest item in comparison to its rarity.
@@tripple-a6031 but it really isn't though. A BoH is a good utility item that wouldn't get much use if it were a rare item or above, but +3 to hit is entering the tettitory of having a permanent advantage on attack (+5 statistically). Would you rather have an item that lets you carry 500 lbs for free, or something that lets you damage nearly every single monster and gives you (close to) advantage on every attack?
@@clay5083 How is that even a question? The BoH in every case unless I play a more aggressive kind of fighter or barbarian. To have everything on hand, at every time is so incredibly powerful, what is there even to explain? From simple stuff like torches, ropes, oil, food/water and the like to a first aid kit, caltrops, potions, smoke bombs, holy water or even a ladder and also the ability to carry almost every piece of loot, even if it's something like 24 swords. And there are tons of different more uncommon uses for a BoH that I may never think of until that time comes during play.
@@tripple-a6031 per rules as written, your carying capacity is your strength score x 15. If your strength score is 10 (avg commoner), your carrying capacity is 150 lbs. This means that you can carry: Clothes: 4lbs Leather armor: 10lbs 5 Potions: 2.5 lbs 10 Caltrops 1.0 lbs Hempen rope 50ft: 10lbs 5 torches: 5lbs 5 flasks oil: 5lbs Healers kit: 3lbs 5 holy water: 5lbs 2 smoke bombs: 4 lbs Ladder: 25 lbs 24 swords: 74 lbs
As a note, using a magic item other than a spell scroll, you're using the Use a Magic Item action, not the Cast a Spell action. You can cast bizarre wishes this way without the downsides, just as you can cast a Bonus Action spell in the same turn as you use an action based magic item that casts a spell.
There is no "Use a Magic Item" action RAW. However it is indeed not the "cast a spell" action (which isnt very relevant as very few things tie onto the action itself instead of the casting process). And to tie onto that, wish doesnt care how its cast, as long as you're the one casting it and you do anything other than replicate spells you suffer the stress.
What very well can be argued is that every item that isnt a consumable or with a command word, as per RAW, does still in fact use the "Use a Object" action because you aren't activating the item, there is no on-off switch, just using its existing effect.
Not correct actually. For example a sorcerer can use metamagic on any spell they cast even those from a magic item and the cast time from a magic item isn't reduced at all, so you still can only do a cantrip at most after using a magic item that produces a spell that turn.
_"Some magic items allow you to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn't expend any spell slots, and requires no components, unless the item's description says otherwise The spell uses its normal casting time, range and duration, and the user of the item must concentrate if the spell requires concentration._
_A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item."_
You may not be specifically "casting a spell" as an action i.e. using a spell slot, but RAW it's a distinction without a difference as all the casting rules and restrictions apply including concentration. And yes this does mean a sorcerer can use twinned spell on applicable spells to get a free additional cast without expending more charges from the object than one cast would.
Basically if you are casting a spell from a magic item you don't really treat it all that differently to normal casting. It just doesn't deplete your spell slots. Your DM might homebrew the rules to work differently for magic items, but base rules no.
true that it's not the "cast a spell action". Yes you are using the "use an item" action, but that item let you cast a spell.
So my sorcerer using his staff to cast a spell, might not be able to quicken it (since use an action is already an action and quickening do nothing about it) and subtle is useless (since the staff description do specifies that you ignore components (VSM, including costly component) but other metamagic like distant, heighten, twinned remain effective.
This also allow thief rogue to use fast and to use an item and activate a wand or a staff and cast the spell as a bonus action
But on the other end, you did cast a spell as a bonus action, so you can only cast a cantrip (or do a different action) for your action
This is by RAW, obviously you are free to homebrew whatever you want...
Periapt of Proof Against Poison grants poison damage immunity and immunity to the poisoned condition. It is a very nice item to have.
Wands of magic missiles turns a commoner into an actual threat. It's the fantasy equivalent of guns.
Especially towards other commoners. I was having a thought the other day about how to best arm commoners with magic items but two magic missiles kill a commoner si that's that.
@@iododendron3416 just kill them and turn them into zombies.
Adamantine armor is also a great choice. Being able to avoid critical hits can keep you in the fight.
Mizzium armor is the upgraded version of it, and is also not attunement. But it's from the Ravnica sourcebook, and so isn't available at many tables.
Not a problem in Onednd ;)
Adamantine plate cost 500 gp. regular plate is 1,500 gp.
Uncommon items are 400gp-3999gp per Xanathar’s. You would not get a set of plate for less than market price, unless RP reasons, not to mention magic plate.
I mean, it's roughly as good as +1 armor, since both are negating about 1 attacks worth of damage, just in different ways.
One pretty strong for Rogues is Mizzium Armor. Give them Mizzium Half Plate together with Evasion and that means if a Rogue succeeds a Strength, Constitution or Dexterity saving throw that they take 0 damage from whatever the effect would've done instead of half damage. On an Arcane Trickster with something like Sheild and/or Absorb Elements, that can give you a lot of protection without an attunement.
GGR is a great book. Shame it gets overshadowed by the other two.
Also fond of Goggles of Night and Periapt of Proof Against Poisons.
I thought sentinel shield would have made it into the list for sure.
It's so awesome.
There is only ten minutes worth of air inside of a bag of holding until a creature inside of it would to suffocate.
Basic rules chapter 8
"Suffocating
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.
For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points."
This gives an interesting idea. Assume I have +1 con so can hold breath for 1 minute. So I go into the bag. Hold my breath as they close it. After a minute I take a breath, and then hold my brwath again. For ease assume the one breath takes up 6 seconds like a turn before I can start to hold my breath again. Does this allow me to extend how long I can breathe in the bag since I will only be using some of the air every minute?
Your lists are always S Tier! Great video.
Using the Immovable Rod as a parachute is an easy way to dislocate your shoulder.
Rather suffer a dislocated shoulder than suffer being being a smear at the bottom of a canyon.
You could put it under you before press the button
It would only dislocate your shoulder if you were lucky enough to have it reachable within a few seconds.
Using it "as a parachute" indicates it's stowed away, so you're having to reach around into a bag, find it, produce it, get a white-knuckle grip and brace yourself... By this time you've reached terminal velocity. Since it's a magically instant stop, technically it would produce even more force than hitting concrete.
... Your arms would rip away from your body and you'd just keep falling, no arms.
@@DaDunge That would exert even more force instantly than falling off a building and landing, straddling, a steel pole.
Basically it'd split you in two like a wire through a block of cheese.
@@clint4951 I would not carve through you it would crush your pelvic bone, and maybe give you a whiplash injury, if we assume that the rod is a one inch thick rod it wouldn't slice clean through you even at terminal velocity.
And looking at the artwork the rod seems to be rather short and stubby rather than long and thin (It's proportion seems to be 1:30 thickness to length).
What about top 10 expendable magic items, I have been wondering what else is there in DnD besides Potions and scrolls that I could give to my players for a one time use so they think a bit more how to use a limited item
I second this. A video on consumables would be awesome!
As a player I hate consumables, and I know im not the only one. You either save it for the final bbeg or you fear you're gonna waste it
1. Necklace of Fireballs. My barbarian with it ran through all Zuggtmoy's slaves helping to clear the place for others to move and blocking fungus teleportation on this spaces.
2. Keogthome (or whatever in English) ointment. Helps a lot.
3. Bag of beans. I mean, you have to try it.
4. Stone that summons an orc war chief 3 times
5. Stone with 50 charges (forgot the name, can't check it now)
6. Beads of power
7. Stones that summon one of the four elementals
8. And any other wand or rings with an old rule from 3.5 where such items had a limited charges, usually 50.
Can't remember more, probably check later and edit the comment
@@romanabanin2216Gem Of Brightness, great pick
Wishes are slowing becoming the new giant poisonous snake of equipment bonuses
Where's my Eversmoking Bottle gang?
Worth noting that with the tomes and manuals, there is still a limit as while you get what is basically a soft cap for any of your stats at 20, there is a hard cap according to RAW which is 30. That is a lot, but if you already have 20 in a stat, that's 5 tomes/manuals for the stat in question before you hit the hard cap. A +10 is pretty damn strong though.
I'd probably say the Robe of Useful Items. No attunement needed, and you never know what situation you might need one of those items. You don't even need to wear it most of the time. Just roll it up and shove it in a pouch or bag, and pull it out and wear it when needed. Sure, it's situational, and less useful the higher your level is, but when you really need emergency potions, or a ladder, or a window that can punch through most materials, then this is fantastic utility. To be honest, if I can, i'm going to try and craft this as early as possible, even just to have in case of emergencies....
For me a great non attunment magic item daern istant forretres, it's a portable house and can do a lot of damage(even better if you are a Thief rogue)
My monk got a hold of an Insignia of Claws during a siege from the Cult of the Dragon.
+1 to all unarmed attacks?
Yes, please!
I can’t believe that the only way for monks (and moon druids) to increase their unarmed damage RAW is through an item from one module. They could just make magical gloves and handwraps. Magical D10s in one hand is cool and all, but it makes their hot chance lower for no reason.
I'm stunned that Adamantine Armor didn't make the list!! Who wouldn't want to negate critical hits?!?!
It's only useful 5% of the time. It is absolutely wonderful that 5%.
Its a great item, but akward to place for this kind of list, especially when the + armours and weapons are already on it.
Thanks for the video.
Boost of elvenkind state that your steps make no sound. Nothing said about the gear. So while wearing these, it would only cancel the disadvantage that the plate armor impose. So not as powerful you seem to lead to, but still a nice addition.
where do you find the images/descriptions for your vids? i would love to have a handbook of all those magic items?
I feel like the elemental censers should be really on this list. Having access to a flying mount, big damage, or tremor sense on legs is kinda busted
🔝🔝🔝
my characters first desire is slippers of spider climbing. it makes you immune to almost everything that cant fly.
8:30 Rope Trick Spell: "Am I a joke to you?"
this is gonna be fun OuO
🔝🔝🔝
I play a artificer/rogue in our super buffed CoS campaign and have mithral plate. My dm honestly gets so confused with my AC and stealth checks sometimes.
it would be fun to play a young Khenra child in a campain and be given all the items of the list excpet for +armors and 3 wishes ring and have the backstory be they are the only survior of their branch clan and they escape via a preplanned escape route. by puting on the boots and cape in the family panic room and grabbing the bag of holding bug out bag full of gear and rations you teleport away to the desert to begin your 2000 mile journey across a vast desert to the next nearest city and the main clan. then have to battle the harshness of the desert, while learn to survive on the journey the going against, limited provisons locust swarms , quicksand sandstorms , desert bandits , high heat, freezing nights, predatory lizards , giant trap door spiders, and giant vultures ever watching. i would have the berserkers teach me how to fight and read the manuals to keep up my school work
Elven chain should have been on here :P the ability to wear heavy armor without proficiency or attunement is game changing for most casters. I always try to get a set for whatever sorcerer or wizard I’m playing. The ac isn’t the highest but it’s better than nothing and fifteen is still pretty good
✍️✍️✍️
Don’t forget you can bring a friend along when you dimensions door
But what are the chances that both the paladin and the rouge have the same shoe size?
*Using the Immovable Rod as a "parachute" is a horrible idea.*
Think of the basic physics; what happens if you're moving at terminal velocity and come to a sudden and complete stop?
If any of my players try this, they will have to make a Constitution saving throw DC 30, with the failure resulting in their arms torn from their body and then continuing to fall a couple of seconds later.
On a miraculous success or Nat 20, their arms would still be ripped out of their sockets but some how not all of the flesh and muscle completely rips through, so they are instead left dangling with mutilated limbs until their grip fails from nerve damage and blood loss, or they are rescued.
This may be accurate for a regular human but a level 4 wizard is even more durable than commoner these people are super human
Wild beyond the witchlight you can be given a stone of good luck that doesn't require attunement. Obviously a normal one does.
Can you please give us top 10 magic items for rogue thief to use with his feature to use anything?
Look. Wish ring depends upon how long you plan on playing the game for and what level you are at.
If you get it low level? Give yourself and party permanent resistance to slashing.
It’s just easier.
wand of magic detection is awesome for any party without a ritual caster (or who don't like skipping 10 minute)
🔝🔝🔝
Cool!
Wait.... Hiru? first time seeing this channel
I still think in the perfect scenario where you are Team Playing
Elven Boots is the weakest here since Pass Without Trace can do what it does but on a larger Party
Completely honest I was hoping for a shape water can trip video. Since it sounds like you can use a 5 ft make it unable to see through water shield. Or you can change it to a 11ooob pound ball of ice but then have to move it. Indiana Jones style
Where's the Eversmoking Bottle in this? It trivializes caster type bosses for no resource cost, doesn't require concentration, and can't be counterspelled.
I've always enjoyed Last Stand Armor, granted it is a little more situational.
But i can i use the ring of 3 wishes to wish for more rings of 3 wishes?
Technically, but that will make it possible for the spell to fail and ban you from using wish forever.
wish for more djinni's!
I'd love to get a suit of Adamantine Armor so that I can negate crits and they become regular hits instead!! Talk about being able to help stay alive with something like that!!!!! LMAO
Honorable Mention: Sentinel Shield.
I really don’t think that the ring of 3 wishes should be at the top. The reason being it is very limited in its use since most of the best spells you can copy (simulacrum, dream of the blue valley, plane shift, sequester, etc.) aren’t as effective at those lvl of play only starting to get relevant at higher lvl of play. In the end the ring will either be saved to revive a partymember killed by something like a souleater but then you could give the party the ring then and there. So while being a powerful item it is a nightmare for the Dm to handle and as such is more a game altering item than anything else. Also without a doubt the best use of this spell is to create a simulacrum of the wizard granting a hole bunch of problems as you have now an additional player character in the party.
Arcane trickster and Eldritch knight too
The Aaracroka in Monsters of the Multiverse got a nerf. Their flying speed was reduced all the way down to thirty.
Which is fine, 50 is a lot anyway
@@CooperAATE No one said it wasn’t. I was just correcting him.
Yes and no. It’s now equal to your walking speed. This means that any bonus to your walking speed specifically also increases your fly speed. However, since most effects increase all speed, this is almost never relevant. You can still play a monk and be a racecar
@@Epzilon12 For one if it isn’t relevant then why mention it? Two, I’m sure he wasn’t including that in this video. He was just going by the base speed. The base speed has been updated.
@@milesthatcher Yeah, I suppose your right. I do like weird exceptions though, even if I can't think of any offhand.
Honestly the ring of three wishes it’s a very powerful item but it really comes down to your dungeon master almost 99% of the time dungeon Masters are just going to use it against you instead of you getting some thing like really cool and unique. i’ll be honest if I was playing in the game and the DM gave me a ring of wishes I probably just put it in a bag of holding so then that way it can’t be used against me And never use it
Just use it to duplicate level 8 spells, in that case. Ain't no trouble with that.
Top 10 Variant items, like Flame Tongue.
i have big question about bag of holding
it says its 2ft in diameter by 4ft deep.
Isnt bag of holding a small purse on Picture, but in reality it's a Massive Gym bag that would hold a crumpled up body inside, or those bags movies use in bank robbery?\
i feel super confused about imagining the bag of holding as the pictures just does Not represent what it says about 2ft by 4ft size.
Yes, the inside of the bag is way bigger than it seems from the outside, same with other dimensional items.
It's bigger on the inside
"Inside of enormous creatures" Critical Role the ancient black dragon Umbrasyl.
🎁🎁
No items require attunement if your group simply ignores the Attunement rule since it's completely unnecessary and was never needed in earlier versions of the game.
Let’s gooooo🎉
Boots of Elvenkind is good, but not that great. Even though our steps will be soundless, our body still makes sounds, in this case of plate armor, the sounds will still be created from any other than the steps we make when our feet touch the ground. So, the disadvantage from wearing heavy armor is still there, which is cancelled by the item.
Winged boots on a movement focused character can provide flying movement speeds well over 100... but that's none of my business.
Don't you have to wear all your armor pieces to gain the full benefits of the armor?
This isn't me being a smart aleck. I'm genuinely curious if it is an all or nothing kind of thing.
Full Armor is a nebulus concept in DnD. Boots, Guantlets, Barcers, and Helmets can all be worn with plate for example, even though plate comes with all those parts. It is just handwaved to keep book keeping easy. In universe it could be as long as you have the core peace, the magic radiates out to connected peaces.
@@gmradio2436 That is good enough for me. I find it nauseating at times to wrap my head around things that really should not be nearly as complicated as this game can be.
@@MegaWizard79 Glad to help. Any other questions?
@@gmradio2436 Not that I can think of. Much obliged.
an unmovable rod attached to a shield portable cover that won't fall down.
How about top 10 summoning spells?
Top 10 fighting styles in dnd.
New video lessgooo
I wish he had the price tag, even if just a estimate !!
IRON FLASK!
This is a D&D sister_channel to a Warcraft Channel….right? You Two can’t Sound that alike… right?
🔝🔝🔝
Bag of beans
...just talk to your DM if you want infinite beans
Iron Flask should be top 10
Guessed the first, ez
I wish…
~_~
r
here at 59 views!
Heh, I'm your 420th like. Heh.
A HUGE mistake many GM do is giving out Bag of Holdings like it's nothing, a single one of these is waaaaay better than a +3 weapon.
But a BoH is uncommon, where as a +3 weapon is very rare. +3 weapons increase damage, make magical damage (bypassing resistances to non-magical damage), and with the cherry ontop of increasing the chance to hit. A BoH is just an easy way to avoid the headache of constantly having to ask "am I encumbered yet?" Yeah there's some fun that can be had with hiding stuff in it, but it's mostly harmless.
@@clay5083 A BoH is always the better choice between these two, though a more simple minded character would probably still pick the weapon.
The BoH is easily the strongest item in comparison to its rarity.
@@tripple-a6031 but it really isn't though. A BoH is a good utility item that wouldn't get much use if it were a rare item or above, but +3 to hit is entering the tettitory of having a permanent advantage on attack (+5 statistically). Would you rather have an item that lets you carry 500 lbs for free, or something that lets you damage nearly every single monster and gives you (close to) advantage on every attack?
@@clay5083 How is that even a question? The BoH in every case unless I play a more aggressive kind of fighter or barbarian.
To have everything on hand, at every time is so incredibly powerful, what is there even to explain?
From simple stuff like torches, ropes, oil, food/water and the like to a first aid kit, caltrops, potions, smoke bombs, holy water or even a ladder and also the ability to carry almost every piece of loot, even if it's something like 24 swords. And there are tons of different more uncommon uses for a BoH that I may never think of until that time comes during play.
@@tripple-a6031 per rules as written, your carying capacity is your strength score x 15. If your strength score is 10 (avg commoner), your carrying capacity is 150 lbs. This means that you can carry:
Clothes: 4lbs
Leather armor: 10lbs
5 Potions: 2.5 lbs
10 Caltrops 1.0 lbs
Hempen rope 50ft: 10lbs
5 torches: 5lbs
5 flasks oil: 5lbs
Healers kit: 3lbs
5 holy water: 5lbs
2 smoke bombs: 4 lbs
Ladder: 25 lbs
24 swords: 74 lbs
you stole from the group.... I would stop playing in your group... theft of the group is unforgiveable